Made using Toon Boom Harmony
Lip Sync Animation- Yun Jou
Gif Version
Long Jump Animation- Raffina
Weight lift Animation
After my Halloween break, I was pretty fatigued after doing the animated walk cycles for the previous submission, and it took a while to get started on the three animated submissions for the Christmas deadline. I selected 2 characters from different franchises this time to do my animated submissions, Raffina and Yun Jou, and made the weight lift animation with a simple designed original character to speed up animation.
I have learned a lot about animating character doing other things from Walking and running, and it was interesting to learn how the body moves, especially from my references, as it did actions suck as jumping or lifting heavy objects.
I filmed myself doing a long jump, and weight lifting, and even did a lip sync test for each of my animated submissions, and while the long jump and weight lifting were useful in helping me create my animated pieces the lip sync one was largely done without the need of the reference. Then I put all of the refs into Toon Boom Harmony and drew key frames as I animated.
The lip sync test was done using Yun Jou, one of the Earthen Heart disciples from LIVE A LIVE, who is a highly skilled martial artist and prodigious young boy with a kind heart, described as having a purity of spirit that shines through in every word and deed he does. I had chosen him because I was very familiar with the character and had been fixating on specifically the Imperial China Chapter of the game for a while now. I used his dialogue in his speech to Oersted for the lip sync test.
When I sent the initial completed animation to Alec he told me that the animation was only 3 seconds, too short for the actual brief.
So I extended the animation to include more of Yun Jou’s Dialogue, adding in him lifting his head before he says “When we struggle” and shaking his head as he says “When we’re lost and don’t know what to do” as well as adding more movement to his eyes and eyebrows as he is talking throughout the animation. I also added some secondary animation to the ribbon of his bandana and his hair, and took great care to make sure that his lip flaps matched up to his dialogue, even animating in 1s at certain points. My final animation was 11 seconds long, and while it didn’t use all of the audio above, I consider it to be the best of the three animations I had made, being especially proud of how I made Yun change his expressions as he talked, and how I animated his lip flaps to his dialogue. I also learned about how the body moves up with the head when the head is tilted up, so I animated the body moving with the head as it tilted up.
The character I selected for the long Jump is Raffina, from Puyo Puyo like Ecolo from my previous semester. Raffina is a very outgoing and snobbish character, very good at martial arts like Yun Jou but hardly magically proficient. I chose her due to my ongoing obsession with Puyo Puyo characters, and much like Ecolo I had drawn her in personal illustrations before.
The same was said for Yun Jou. It was quite fun animating Raffina following my reference to the long jump, as I added a lot of different anticipations to the animations, such as her first lifting her arms up before putting them out behind her back as she crouches down, and also added secondary animation and follow through such as he hair unfurling as she jumps and her clothes still moving after she had finished the jump, and her closing her eyes at the start of the jump.
When I received feedback from my teachers, they told me to make the long jump last a little bit longer, adding an extra frame of animation to it so that my character was in the air longer. I was worried about adding in the extra frames into the animation, as that would have meant making more line art for the final piece, but I added it in and it made the jump easier to focus. I simplified Raffina’s design and omitted her bag due to time constraints, as I finished Raffina’s animation very late into the semester, and didn’t want to deal with the hassle of adding her finer details, such as the stripes on her tights.
I am quite proud of my long jump animation, as a previous long jump animation I did as a test in this semester had a lot of problems, such as the arms being far too long compared to the waist. The arms should only reach no further than above the knee. the jump itself was also a bit janky, but the final animation I did for submission is proof of how well I’ve improved between that and the initial warm up. Below is a comparison between the test and the final submission.
The final animation was a weight lifting animation. I initially wanted Yun Jou to be the character doing the weight lift, but due to having very little time left by the time I had really started, I decided to make the character a simple designed generic boy wearing a hoodie. When I got my feedback on the weight lift, I was told to make the hands slightly overlap by having one of them grip the weights later than the other. As I worked on the animation, I added some follow through and secondary animation to the character’s hair and added expressions to his face to convey him straining as he struggled to keep the weights up in the air, and added his head drag behind his body as he lifted himself back up. I also added anticipation to his body leaning back before moving forward and he lowers the weights. I do wish I had worked more on the animation, but due to time constraints I had to cut corners, though I didn’t cut back on animation.
Like the Long Jump animation, I worked on a warm up animation to help me get familiar with how the body works. While the timing and object being lifted, a large weight rather than two smaller ones held in each hand, are different, much of the fundamental parts of the body moving are the same, such as the person bending down to pick up the weights, and them trying to lift it.
For all these characters I created little sketches of their proportions to aid me in the creation of the animations, using what I learned about how the arms should reach no further than the top of the thighs from a book by Ryu Sumiyoshi called “A guide to Drawing Manga Furries” which had a section on learning about the basic human body, and that failing to understand it could create characters with bizzare proportions.
I had a lot of fun doing the animations, even if I did get distracted from the work to focus on the 3D work which also held me back from doing the 2D work, but the teachers were helpful in how to make my animations more lively and less robotic. Converting the live action references was also an absolute pain, as the I made each of the key frames last for seconds at a time trying to create all of them. This made Toon Boom Harmony lag horribly and made me question my own sanity trying to shorten them down to just 2s. Nonetheless, I enjoyed making the animations and I learned a great deal about how the human body moves as it does actions like weight lifting and long jumping, and I hope to take these on board the next time I have the opportunity to animate actions like these. A lot of animators use reference to aid their animation, and help them understand how the human body bends and moves.
I also learned a great deal about how the mouth can produce different sounds when it is contorted into different shapes. For example, when it is wide open, it produces an “aaah” sound. and when it is small and round, it can make an ooooh sound. The tongue can help produce “L” sounds, and teeth can help to make a wide range of sounds, such as “Nnn”, “T” and “D” sounds. Mouth sheets are incredibly useful to help you animate someone talking, and if you know the mouth shapes, you can really bring the dialogue to life in your animation.
Overall, I’ve learned a lot about the anatomy of humans as well as how the body moves as it does certain actions such as weight lifting and long jumping, as well as animating them, as they’re both actions I haven’t really done a dedicated animation to either those actions before, though I had done an animation of Sig from Puyo puyo lifting up a ball and throwing it back in 2021. I feel between back then and now I have really improved in the timing and anticipation of my animations. I hop the next semester will allow me to animate even more different actions and help me to think about my final year project.
Unreal Project- Final Screenshots

Ground, Trees and Rocks are from Quixel and Bridge.
Initial Concept and sketches

PureRef File

Bat- Process


Turntable
Unreal Project- Beta

Textures and Texture Brushes


When I look back on my semester in character creation I realised that I have learned quite a lot in 3D texturing and modelling. Originally, I wanted to use an old OC of mine, but I changed my mind quickly, as I felt it didn’t really fit the criteria the module was looking for, that being a fantasy creature that also respected the anatomical realism, so I went with designing a bat like creature instead. I looked at stylised bats that fitted in with the style I was looking for, largely small, cute looking bats, though I also made an effort to look at more realistic bats and the skeletal structure of bats as well.
One of the artists I looked at for the development of my bat was some one called Joao Moura. They created rather heavily stylised Don Bluth creatures that also was slightly reminiscent of 60’s Disney characters as well. One such character was a rather tall looking bat. I took the hooked claws it has to use as climbing claws for my own creature, though I simplified it way down to match the concept art I created for my own character.

Another artist I looked at was one who had their model on the marketplace- Ysolaire. Their stylised bat was much more cutesy and less detailed than that of Joao, but ultimately I ended up using attributes from Ysolaire’s design, such as a more cutesy, homely personality, than that of Joao, who I felt was, while well drawn, was a little to abstract and complicated for me to translate into my character.

In addition to this, the artist also made their character for Unreal Engine and Maya, the latter which I had worked with before going into the University.
When first designing the character, I aimed to have a creature that was a cross between a bat and a fox with a tail that worked similar to that of a bird’s, to act as a sort of sail to help the creature change direction as it flew. I also wanted it to be able to use its claws on its hands to climb trees, like a squirrel. So I made concept art that illustrated that purpose.
I had known for a long while about how birds spread wide apart their tail feathers to help them steer while in flight, and took that as part of the inspiration for my own character, and also taken inspiration for the design of Ori from Ori to make it look more like a fantasy animal.

When it came to actually modelling my character, I dreaded having to retopologise the thing like I did with the character I created last year, so I hard modelled the creature and then used the sculpt too to add details. I made my model with separate meshes for each part of its body, such as heavily modified cylinders and cones for its nose and mouth, a sphere with extrusions for ears, paths and curves for its wings and legs, and planes for the wing membrane. It was the right call, as since I hard modelled the thing and used Multi res, I didn’t have to retopologise it.
Using the multi-res mods on my model helped me get in a lot of the detail in on the creature. It helped me to carve in the inner ears of the creature as well as give some leathery details to the wing membrane and ad a furry feel to the main body of the creature as well as a bit on the legs, as well. However, I became very lost on what to do with it next. So I sent over what I’d done to Henry, and he was a great help on giving me some pointers on where to take my model, as well as helping me out with the sculpting a bit. He also commented on how sine I made the neck using a separate mesh, I could make it into a scarf. That gave me a great deal of inspiration on how to characterise my character, as originally it was a temparate forest living creature, but Henry’s help gave me an idea on what environment I wanted my creature to live in, so I made a colder environment in Unreal inspired by Nordic environments.
After adding the scarf to my character, I realised I could give my character more personality by giving it more human like eyes, with white sclera to make it seem more of a friendly creature than a skittish feral one, so I gave it such eyes in Substance Painter through simple texture making.
This semester, I also learned how to make my own sculpt brushes using Photoshop images to add to the final sculpt of my character. I had specific brushes that I could use on a black background to create a simple texture image that I can use in Blender.
I created texture brushes by making Photoshop images to add details to the sculpt, such as a leather texture for the wings and fur texture for the main body and legs. I had brushes made in photoshop to help me with the creation of the images, and when I applied them to the model it really helped give them texture. The texturing was where I learned a lot more about making good textures. Henry helped me with how to make professional looking textures using masks on top of paint layers, rotating the tiling so that it was moving the same as the fur sculpt, and I used the polygon fill tool to fill in the overlaying materials. This created a multi layered texture map consisting on many materials.
I initally exported all the parts of the UV maps individually, but found that it was hard to separate them all out in Substance Painter. Then Henry showed me how I can select all the parts of the UV mapped model and then export them, which results in the combined maps all being exported in the one texture map.

Rigging the Bat in Blender was easy, as I had rigged several several characters before this one, the Asanbosam character from my first year, and a Blacephalon Character I created called Notch during my summer break.
But I never learned about assigning specific vertices to joints before rigging my bat character. I found it to be an absolute godsend to rigging my character realistically, as the wing membrane never stayed fastened to the wing bone and the left side kept going completely off the bone. By assigning certain vertices to the rig bone, I could bypass having to use the weight painting tool and also create more professional rigging without any fiddling with weight painting.

Then I had to export the finished posed creature using the video that Mike sent me in my last year to get it ready for use in Unreal.
I was a little alienated by Unreal Engine at first, the UI was very complicated compared to Blender and my wariness of it worsened when I found that my Laptop, which I had upgraded some time ago, was not strong enough to run Unreal efficiently. Not to mention I was also easily distracted from my work to focus on other things. So I was running out of time, so I went in to work more on mu Unreal project in the college outside of school. Henry, Andrew, Aodhan, Mike and Alec were all very helpful, and helped me get my work fully finished off. I learned a lot from them, such as creating new Material instances to bypass the heirarchy system that was causing all my models to share the same material, and in Andrew’s case, finding and making use of the Global Season actor that changed the season on my trees. . I quickly learned how to place models into my scene and make it look professional and even expanded on my environment when I found that it was a little small and lifeless.
This is the final result of my Unreal Engine scene, touched up very slightly in Photoshop.

One other problem I faced with working on my project was procrastinating too much, and focusing on my 3D work a lot more throughout the semester. It was around the last few weeks when I realised how important it really was to work on the 3D work as well as the 2D stuff, which was why I went into the Uni outside of school hours to finish the project. Overall, even with my problem with procrastinating too much this semester, I had a lot of fun making my character and learning about how to make it more professional, as well as making beautiful detailed environments in Unreal Engine. It really got me into the pipeline of creating and developing a character and watching it change as it develops from an idea to the final 3D model. Comparing my initial concept to the final piece in Unreal really showed me how much my character had changed as I had worked on it and sculpted it. The next time I get to do something like this, I want to devote as much time as possible to my work and to also try and not get too distracted by other things. I’m not really much of a professional, but this really is something that I want to do, and actually have fun doing it, too!
This Thursday I received feedback on my 2D animations that I put up on Sketchfab. Alec gave me some good advice on how to make it more realistic I should have one hand grip the dumbbells of my character before the other, and also noted that my long jump character should have a longer air time when she is jumping. I took note of their words. I also worked on the finishing touches of my unreal engine project, duplicating the ground and many trees in the scene while adding rock shelters to make it look less barren. I then took a HQ screenshot of my finished piece.

I came into Uni today outside of class time to focus more on my 3D work, seeing how I still needed to get stuff sorted out on it. When I tried rigging my character in Blender, I found that the wing membrane was not staying connected to the wing bone, and he left side membrane was distorting far more off than the right side. When I asked Mike about it, he showed me how I could simply assign weights to selected vertices by first removing unwanted weight paints from the vertices and then applying them to the joint I want them to follow. This was a huge godsend and allowed me to by pass having to physically weight paint them.
Andrew helped me out with changing the seasonal look of my trees, as they looked like they were in the summer while the scene was supposedly winter. He showed me how to access the global foliage actor in the Unreal Folders when I couldn’t find it (I had looked up a video where I wanted to know how change the seasonal look of the trees) and placed it in the scene, where he then showed me how to change the look of the hornbeams.
The leaves didn’t seem to fall off the hornbeam trees, so I looked up that and found that Hornbeams have a year-long leaf cover, despite being deciduous.
Hornbeam (Carpinus betulus) – British Trees – Woodland Trust
For me the deadline was approaching fast, and with the 3D and 2D work I have to do I became incredibly distressed about all of it. My notetaker Lisa reassured me and prepared a to-do list for the day so I can break down what I need to focus at, and to tell me that on the days I’m not in Uni I can focus on my 2D work.
When I looked at my scene it was incredibly barren, with only two tree stumps poking out of it. I wanted to have trees with foliage in the scene so that it looks professional and more lively, so I asked Henry for guidance. We downloaded some English Hornbeam tree models from Epic games and then dragged them into the scene where I could set them up in the scene as I wished.
I then noticed the ground of my scene looked a little flat. So when I asked about it, Henry tried remeshing it and after finding a displacement map for the snow ground I was using, tried hooking it up to the ground, but it didn’t work. So he exported a new plane out of Blender, remeshed that, applied the displacement map to it, and make the plane look 3 dimensional.

It made my scene look a lot better and really boosted my confidence about my 3D work. These are a few screenshots from the amended scene.

Week 11’s Class with Alec and Aodhan had us looking at the eyes and how they move relative to the rest of the head. We typically move our eyes in small, sharp movements.
Move, stop for a couple frames, move again. That’s how to create realistic eye movements and to get a subtle effect.
Our eyelids tend to move as well, the eye lids get stretched up to add character. Since eyes move in subtle, sharp movements, I have to make sure not to overanimate them or it will be distracting from the rest of the animation.
Smaller eyes hare harder to read, which is why Disney and Pixar use big eyes on their characters to express emotion to the audience better. Very subtly the eyes guide the head movement, and lead the anticipation of what the head is going to.
Week 11’s class had us go up to floor 5 of the University to see a demonstration of a HD LED video wall. Henry and Mike and Andrew all showed how the Led Screen’s work, demonstrating with a single LED panel and a small LED wall made up of about 200 square frames. each panel is made up of tiny LED lights that produce 4K quality work. The panels are made from industrial magnets, and they’re all linked to a single main battery that connects them together. You can have curved walls or a spherical wall by linking the batteries up in a certain way.
How the panels work
The HD LED room can be used for all sorts of things. There are tiny dots on the roof to create a star map that tells the camera where everything is, and the x sign on the floor is where the virtual camera is. The room can also be used for VR Sculpting where you can put on VR headsets and fix the environment and set up cameras, and the director can see what’s happening on the big screen.
Today we did lip sync tests in Toon Boom and Blender. Alec gave us a Rain Rig with premade Mouth poses to try out so I grabbed a sound byte of Mario from Mario Party 7 saying “Hey, stinky” to sync up to the rig’s mouth movements. We also looked at certain scenes, such as one from Inside Out, to examine the different shapes our mouths make when we’re talking. These are called Phenome shapes, and they can be pushed by cartoon animations to be more extreme. When I tried animating the work on my lap top, I noticed that the lag was making it impossible to sync the lips up to the sound I’ve used, so I moved to a Uni computer to continue the work.
I’ve learned several interesting things when it comes to animating mouth movements. Our jaw moves from the back, and when we talk, our upper teeth don’t actually move.
In Aoidhan’s class, we animated a mouth on a character drawn in Toon Boom on a separate layer and synced it up to audio he also supplied.
https://blogs.ulster.ac.uk/louisesteers/files/2023/12/Vhu-short.wmv